[removed]
- That_Fr1dge
- Posts: 5
- Joined: Mon Jul 27, 2015 1:25 pm
[removed]
now you don't have to worry about it.
Last edited by That_Fr1dge on Tue Jul 28, 2015 3:07 pm, edited 8 times in total.
- steamtex
- Posts: 115
- Joined: Fri Jun 19, 2015 5:28 am
Re: [SHIP][OP]Federation Gunship v1.0.0
Interesting, but it looks like those starting weapons are extremely overpowered...
- That_Fr1dge
- Posts: 5
- Joined: Mon Jul 27, 2015 1:25 pm
I suppose they're a bit overpowered, but the point of the ship boils down to having big guns in exchange for minimal systems.steamtex wrote:Interesting, but it looks like those starting weapons are extremely overpowered...
I'll change it to having only a pair of mk3's and see how that works.
EDIT: There, removed the launchers and weakened the hull a bit. That should fix it.
- Sleeper Service
- Posts: 2275
- Joined: Sun Mar 24, 2013 8:49 pm
Re: [SHIP][OP]Federation Gunship v1.1.0
You can still one-shot every ship you encounter right at the start of each battle. That will become boring quickly.
- That_Fr1dge
- Posts: 5
- Joined: Mon Jul 27, 2015 1:25 pm
Re: [SHIP][OP]Federation Gunship v1.1.0
I'd bring the guns down one more notch, but then what would be the point of the ship? It's supposed to have powerful weapons. I think the fact that you can't add systems makes up for this fact. If you don't, fine. you don't have to use the mod.Sleeper Service wrote:You can still one-shot every ship you encounter right at the start of each battle. That will become boring quickly.
EDIT: OK, I put dual mk2's on it, dropped the hull down to 20, and dropped the subsystems to level 1. If it's STILL too powerful to you, then maybe this isn't the mod for you.
- stylesrj
- Posts: 3638
- Joined: Tue Jul 08, 2014 7:54 am
Re: [SHIP]Federation Gunship v1.2.0
I recommend two Dual Lasers instead of 2 Burst Mk.II's
Dual lasers only take 1 power, fire 2 shots and have that mix of being both overpowered and underpowered at the same time
Dual lasers only take 1 power, fire 2 shots and have that mix of being both overpowered and underpowered at the same time
I'm not sure if it's actually a trend but people are very vocal about having ships that make the game a cakewalk. We're all masochists here and like the pain of crushing defeat or securing victory with one HP left and every system on fire.If it's STILL too powerful to you, then maybe this isn't the mod for you.
- That_Fr1dge
- Posts: 5
- Joined: Mon Jul 27, 2015 1:25 pm
Re: [SHIP]Federation Gunship v1.2.0
Then don't download it. Simple solution.stylesrj wrote:We're all masochists here and like the pain of crushing defeat or securing victory with one HP left and every system on fire.
- stylesrj
- Posts: 3638
- Joined: Tue Jul 08, 2014 7:54 am
Re: [SHIP]Federation Gunship v1.2.0
Too lateThat_Fr1dge wrote: Then don't download it. Simple solution.

By the way, does the ship have the option for a Clone Bay? (I've seen many ships forget that part).
I'd see for myself but I'm not at my FTL computer right now.
- NarnKar
- Posts: 778
- Joined: Thu Jun 19, 2014 4:24 pm
Re: [SHIP]Federation Gunship v1.2.0
Welcome to the forums!
I see your OP ship has already been met with some distaste. Yeah, that happens. I ain't gonna give you flak for it because it's your first mod, everyone makes an OP ship their first time around; chances are you're still learning the tools and messing around to make stuff. No big deal.
But yeah, most forumgoers don't really like seeing ships with double BL2's or glaives or maxed systems (I personally especially hate Rebel Flagship clones in that regard), because those kinds of ships pop up around here a lot--again, mostly by first-time visitors who don't really understand that that's not what is desired in these forums. That's not to say being overpowered is frowned upon; you just have to be overpowered creatively.
I see your OP ship has already been met with some distaste. Yeah, that happens. I ain't gonna give you flak for it because it's your first mod, everyone makes an OP ship their first time around; chances are you're still learning the tools and messing around to make stuff. No big deal.
But yeah, most forumgoers don't really like seeing ships with double BL2's or glaives or maxed systems (I personally especially hate Rebel Flagship clones in that regard), because those kinds of ships pop up around here a lot--again, mostly by first-time visitors who don't really understand that that's not what is desired in these forums. That's not to say being overpowered is frowned upon; you just have to be overpowered creatively.
- R4V3-0N
- Posts: 1287
- Joined: Sun Oct 06, 2013 11:44 am
Re: [SHIP]Federation Gunship v1.2.0
A minor ballance that the devs use a lot and I is cutting some systems starting power or the systems on it... for eg those doors and sensors can be not present on the ship at the start and have to be bought.
Also limiting starting crew down a bit could help a little.
Besides that I can say right now that I see what you are trying to do- but the thing is if it is so powerful it can basicly annihilate most ships near the end game with it's starting weapons there's a bit of a problem...
Duel Lasers sounds like a good suggestion someone said. Another idea that I got is possibly lowering the starting level of weapons so that you can't use both weapons in sector 2.
Also limiting starting crew down a bit could help a little.
Besides that I can say right now that I see what you are trying to do- but the thing is if it is so powerful it can basicly annihilate most ships near the end game with it's starting weapons there's a bit of a problem...
Duel Lasers sounds like a good suggestion someone said. Another idea that I got is possibly lowering the starting level of weapons so that you can't use both weapons in sector 2.
R4V3-0N, a dreamer.